No save... but lots of fun. |
This picture paints a thousand words. |
"Wonder had gone away, and he had forgotten that all life is only a set of pictures in the brain, among which there is no difference betwixt those born of real things and those born of inward dreamings, and no cause to value the one above the other." --H.P. Lovecraft, The Silver Key
No save... but lots of fun. |
This picture paints a thousand words. |
I was OOO (and frankly, only semi-coherent) this past Friday-Sunday, after a sorely needed guys weekend getaway. Me and four other dudes rented a house on Whaley Lake in Holmes, NY, consuming booze and retelling old college stories. Included in the trip was a stop at Darryl's House, a bar/restaurant owned by Darryl Hall, where we took in a wonderful Foreigner tribute band. If you ever come across Double Vision, check them out, they're highly recommended.
As a result I failed to mention my most recent blog post for Tales from the Magician's Skull/blog of Goodman Games is now up: Stranger Things in the Stories of Michael Moorcock.
I hope you like it. I enjoyed digging out the old AD&D Dungeon Master's Guide for this, and my treasured copy of S2: White Plume Mountain.
By the Sacred Jockstrap of Robert E. Howard! |
Tuesday: Dungeons and Dragons. Pick your poison--OD&D, basic, 1E, 2E, or the newer versions should you choose, I'd have them all. I myself would run that epic 1E campaign I've always wanted to try, culminating with Against the Giants/Drow/Demonweb series.
Pit-fighting Wednesday: I'd erect a shallow stone pit in the rear of the store, and, equipped with foam axes, swords, nets, tridents, shields, customers could go at it a-la the pit-fighting scene in Conan the Barbarian. This would be a great mid-week stress reliever for those sad souls still working the 9-5 shift :).
Thursday: Alternate game night. Those games of Pendragon, Call of Cthulhu, 007, or Runequest you've always wanted to play? This is your chance.
Friday night: Alefest, followed by a drunken session of D&D. Again, costumes encouraged (required?). Oh yeah, did I mention that I'd be acquiring a liquor license?
So what does your gamestore look like?
I still own the same careworn copy of Moldvay basic that I bought back in 1981-82 or so. As I look at it now it remains a marvel of utility, organization, inspiration, and playability.
To begin with, Moldvay basic comprises a total of 64 pages. Take away the title page, foreward, and glossary, and you have a total of 60 pages. Heck, there are longer modules than this. By way of comparison, a single issue of Dungeon and Dragon magazine exceeded 100 pages towards the end of their run!
The rulebook is comprised of the following 8 sections:
Part 1: Introduction (2 pages)
Moldvay introduces what D&D is all about, how to use the book, and provides some basic D&D definitions.
Part 2: Player Character Information (10 pages)
Moldvay explains how to create a character, explains the character classes and their abilities, provides a simple list of arms and equipment, and adds an example of creating a player characer.
Part 3: Spells (4 pages)
A listing of cleric, magic user, and elf spells, as well as a brief description of how magic works.
Part 4: The Adventure (4 pages)
Moldvay explains how a party is organized, how to keep track of time in the dungeon, movement, traps, encumbrance, light, doors, and retainers, as well as how to award experience points.
Part 5: The Encounter (6 pages)
Moldvay describes monster reactions, combat sequence, saving throws, hand-to-hand vs. missile fire, morale, and adds a nice example of combat. It's a sobering look at how deadly and unforgiving low-level D&D can be: The hobgoblin attacking Fredrik rolls a 17, hitting Fredrik's Armor Class of 2, and scores 8 points of damage! Poor Fredrik had only 6 hit points, so he is killed. I'm also a fan of the morale rules in Moldvay: Why should every monster opt to fight to the death? The rules explain that you should check morale twice: After a side's first death in combat, and when half the monsters have been incapacitated. Monsters that successfully check morale twice will fight to the death. It's a simple, intuitive system resolved with an easy 2d6 roll against the monsters' morale score.
Part 6: Monsters (16 pages)
The longest section in the book is a listing of monsters, from acolyte to zombie.
Part 7: Treasure (6 pages)
Here is provided treasure types, general advice on how magic items work, and descriptions of items such as swords, potions, rings, scrolls, wands, gems, jewelry, and armor.
Part 8: Dungeon Master Information (10 pages)
Advice on how to choose a scenario, draw a map, and stock the dungeon. There's also a sample dungeon, the immortal Haunted Keep with its mysteriously vanished Rodemus family and band of goblin raiders that have taken up residence therein.
The last couple pages of the book include an afterward, a glossary, and inspirational source material. Several of my favorites are listed here, including Poul Anderson, T.H. White's The Once and Future King, and E.R. Eddison's The Worm Ouroboros. Moldvay was obviously a man of refined reading taste :).
In a hobby dominated by massive three-tome, 300-plus page core rules, it is shocking to see what Moldvay accomplished in so little space. Take a look at how short each of those chapters are (4 pages of spells!), and yet, they are all you need to learn
Frankly, it's an amazing feat of economy and clarity. Moldvay basic is playable, as-is, right out of the box. The character record sheet provided in the rules fits on a single side of a standard 7 1/2 x 11 sheet of paper. You can open up the rules, roll up a character in 3 minutes, and get started. I know because I did it and had a blast with it many, many years ago.
I'm also a big fan of the presentation, including the organization, writing, and the art. I even like the font! There's some great pieces in here by Erol Otus, Jeff Dee, James Roslof, and Bill Willingham. I've included a couple samples here. I'd prefer not to launch into a full-scale attack on 3E "dungeonpunk" art, but I do find the style of the art in Moldvay basic far, far more appealing. More than any other of its numerous strengths, this game is inspirational and just wants to be played.
The only two weaknesses I think that you can level at Molday basic D&D are the following:
1. It only goes from levels 1-3. My character is weak. I can't fight dragons and go toe-to-toe with demons. True, that, and for this argument I have no rejoinder. This boxed set is not made for epic, level-spanning campaigns. I would, however, add that, if you couple it with the 64-page Dave Cook edit of Expert (levels 4-14), the companion set to Moldvay, you probably have all the game you'll ever need in a total of 128 pages.
2. It's too basic. Where are the options ? The feats? The skills? Elves and dwarves are classes? And huh, three alignments? Well, this one is a matter of taste. As anyone who pokes around the internet knows, D&D has become divided into two camps--those who prefer their games with heavy crunch and tactical options galore, and those who like to "make stuff up" and let the DM sort it out. At the risk of fence-straddling I'm in a third camp, and frequently vacillate between both extremes. I currently play in a 3E game and enjoy the tactical, battlemat combats, but at other times I find the rules maddeningly and needlessly complex.
But if I had to choose one play style or the other at gunpoint, I'd take the magic that is Moldvay. Because, if I had to, I could make up my own rules and get my theoretical game to the preferred level of crunch. I prefer to think of Moldvay as a toolkit: Here is everything you need to build a house, including hammer, nails, and a saw. There's nothing to say that you can't put more tools in the box. It's a framework made for tinkering.
Moldvay says as much in Part 1: Introduction:
While the material in this booklet is referred to as rules, that is not really correct. Anything in this booklet (and other D&D booklets) should be thought of as changeable--anything, that is, that the Dungeon Master or referee thinks should be changed.
Now that's my idea of options.
Here's a perfect example, courtesy of Trollsmyth, of what you can do with the rules: Shields Shall be Splintered! It's a simple fix that allows you to add "combat crunch" and a bit of realism into the rules, should you so desire. And you can add or cut rules as needed: The foundation upon which they are built is quite sound.
To quote the great Elvis Presley, Moldvay, "How Great Thou Art."
Tabletop Heroes: A regular column devoted to minatures painting. It contained lots of great advice not only on how to paint, but also caring for figures, building terrain, castles, and dungeons out of household products, and more. The color illustrations of finished figures were great, although I was left with an inferiority complex when comparing these to my own.
Treasure Chest: A great column of odds and ends, neat little ideas for treasure and devices, alternative rules, and more that you could pick up and drop into your game. Examples: The dungeon cart (a practically-designed, easily-transportable cart specifically designed for underground adventures), drowning rules, the sword of thunder (a +2 intelligent sword that allowed the user to deflect lighting bolts and absorb their charges into the blade; the clear pommel would glow blue when so charged), dragon shields (magic shields made of dragon scales/hide that confer complete protection from that dragon type's particular breath weapon), hints for creative spell uses, halfling-specific magic items, nunchucks in Runequest, and much more.
British style and humor. The letters and reviews in White Dwarf were full of that particular brand of British wit that I find endearing. Example: Issue #63 reviewed XL1: Quest for the Heartstone, a notoriously bad D&D module, with the following: Quest for the Heartstone was at first reading no more than a sales exercise for AD&D Action Toys, and is very reminiscent of everyone's first dungeon: a collection of randomly placed monsters with a random selection of Good Guys going off after some magic item and having to hack through them...my favorite is 'You may use the five-headed Hydra Bendable Monster for this encounter.'
Fun comics. My favorites were Groo, a little three or four-panel strip about the sick adventures of a thick-skulled goblin, and Thrud, which followed the adventures of a massive-bodied, small-headed barbarian that invoked all the worst Conan cliches.
Crunch-less articles. One of the reasons I stopped buying Dragon was that it seemed in the latter days too preoccupied with "crunch," aka. new prestige classes, feats, magic items, etc. This stuff gets real old, real fast. White Dwarf had its share of crunch, but devoted lots of page space to thoughtful columns and features about topics like roleplaying characters after death, discussions on how fast or slow to level, how to colorfully roleplay clerics in D&D, how to create campaigns and worlds with depth and versimilitude, etc.
Sure, White Dwarf wasn't perfect. In particular, my eyes glazed over at "Microview," a bi-monthly computer column about how to write computer programs to aid your tabletop RPGs (issue #50, for example, contained the code for creating a Taurus III striker vehicle, using BASIC language on a TRS-80. Yuck.). But nevertheless, White Dwarf was an invaluable resource from the heyday of RPGs and a vanished member of a species of magazine that, sadly, is all but extinct.